/*************************************************************************/
/*  editor_import_collada.cpp                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "editor_import_collada.h"
#include "collada/collada.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/path.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/animation/animation_player.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/animation.h"
#include "scene/resources/packed_scene.h"
#include "os/os.h"
#include "tools/editor/editor_node.h"


struct ColladaImport {

	Collada collada;
	Spatial *scene;

	Vector<Ref<Animation> > animations;

	struct NodeMap {
		//String path;
		Spatial *node;
		int bone;
		List<int> anim_tracks;

		NodeMap() { node=NULL; bone=-1; }
	};

	bool found_ambient;
	Color ambient;
	bool found_directional;
	bool force_make_tangents;



	Map<String,NodeMap> node_map; //map from collada node to engine node
	Map<String, Ref<Mesh> > mesh_cache;
	Map<String, Ref<Curve3D> > curve_cache;
	Map<String, Ref<Material> > material_cache;

	Map< Skeleton*, Map< String, int> > skeleton_bone_map;

	Set<String> valid_animated_nodes;
	Vector<int> valid_animated_properties;
	Map<String,bool> bones_with_animation;

	Error _populate_skeleton(Skeleton *p_skeleton,Collada::Node *p_node, int &r_bone, int p_parent);
	Error _create_scene(Collada::Node *p_node, Spatial *p_parent);
	Error _create_resources(Collada::Node *p_node);
	Error _create_material(const String& p_material);
	Error _create_mesh_surfaces(Ref<Mesh>& p_mesh,const Map<String,Collada::NodeGeometry::Material>& p_material_map,const Collada::MeshData &meshdata,const Transform& p_local_xform,const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_data, const Collada::MorphControllerData *p_morph_data);
	Error load(const String& p_path, int p_flags, bool p_force_make_tangents=false);
	void _fix_param_animation_tracks();
	void create_animation(int p_clip=-1);
	void create_animations();

	Set<String> tracks_in_clips;
	Vector<String> missing_textures;

	void _pre_process_lights(Collada::Node *p_node);

	ColladaImport() {

		found_ambient=false;
		found_directional=false;
		force_make_tangents=false;

	}
};


Error ColladaImport::_populate_skeleton(Skeleton *p_skeleton,Collada::Node *p_node, int &r_bone, int p_parent) {


	if (p_node->type!=Collada::Node::TYPE_JOINT)
		return OK;

	Collada::NodeJoint *joint = static_cast<Collada::NodeJoint*>(p_node);


	p_skeleton->add_bone(p_node->name);
	if (p_parent>=0)
		p_skeleton->set_bone_parent(r_bone,p_parent);

	NodeMap nm;
	nm.node=p_skeleton;
	nm.bone = r_bone;
	node_map[p_node->id]=nm;

	skeleton_bone_map[p_skeleton][joint->sid]=r_bone;

	if (collada.state.bone_rest_map.has(joint->sid)) {

		p_skeleton->set_bone_rest(r_bone,collada.fix_transform(collada.state.bone_rest_map[joint->sid]));
		//should map this bone to something for animation?
	} else {
		print_line("no rest: "+joint->sid);
		WARN_PRINT("Joint has no rest..");
	}


	int id = r_bone++;
	for(int i=0;i<p_node->children.size();i++) {

		Error err = _populate_skeleton(p_skeleton,p_node->children[i],r_bone,id);
		if (err)
			return err;
	}

	return OK;
}


void ColladaImport::_pre_process_lights(Collada::Node *p_node) {


	if (p_node->type==Collada::Node::TYPE_LIGHT) {


		Collada::NodeLight *light=static_cast<Collada::NodeLight*>(p_node);
		if (collada.state.light_data_map.has(light->light)) {

			Collada::LightData &ld = collada.state.light_data_map[light->light];
			if (ld.mode==Collada::LightData::MODE_AMBIENT) {
				found_ambient=true;
				ambient=ld.color;
			}
			if (ld.mode==Collada::LightData::MODE_DIRECTIONAL) {
				found_directional=true;
			}
		}

	}


	for(int i=0;i<p_node->children.size();i++)
		_pre_process_lights(p_node->children[i]);
}

Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {

	Spatial * node=NULL;

	switch(p_node->type) {

		case Collada::Node::TYPE_NODE: {

			node = memnew( Spatial );
		} break;
		case Collada::Node::TYPE_JOINT: {

			return OK; // do nothing
		} break;
		case Collada::Node::TYPE_LIGHT: {

			//node = memnew( Light)
			Collada::NodeLight *light = static_cast<Collada::NodeLight*>(p_node);
			if (collada.state.light_data_map.has(light->light)) {

				Collada::LightData &ld = collada.state.light_data_map[light->light];

				if (ld.mode==Collada::LightData::MODE_AMBIENT) {

					if (found_directional)
						return OK; //do nothing not needed

					if (!bool(GLOBAL_DEF("collada/use_ambient",false)))
						return OK;
					//well, it's an ambient light..
					Light *l = memnew( DirectionalLight );
					l->set_color(Light::COLOR_AMBIENT,ld.color);
					l->set_color(Light::COLOR_DIFFUSE,Color(0,0,0));
					l->set_color(Light::COLOR_SPECULAR,Color(0,0,0));
					node = l;

				} else if (ld.mode==Collada::LightData::MODE_DIRECTIONAL) {

					//well, it's an ambient light..
					Light *l = memnew( DirectionalLight );
					if (found_ambient) //use it here
						l->set_color(Light::COLOR_AMBIENT,ambient);

					l->set_color(Light::COLOR_DIFFUSE,ld.color);
					l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
					node = l;
				} else {

					Light *l;

					if (ld.mode==Collada::LightData::MODE_OMNI)
						l=memnew( OmniLight );
					else {
						l=memnew( SpotLight );
						l->set_parameter(Light::PARAM_SPOT_ANGLE,ld.spot_angle);
						l->set_parameter(Light::PARAM_SPOT_ATTENUATION,ld.spot_exp);
					}

					//
					l->set_color(Light::COLOR_DIFFUSE,ld.color);
					l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
					l->approximate_opengl_attenuation(ld.constant_att,ld.linear_att,ld.quad_att);
					node=l;
				}

			} else {

				node = memnew( Spatial );
			}
		} break;
		case Collada::Node::TYPE_CAMERA: {

			Collada::NodeCamera *cam = static_cast<Collada::NodeCamera*>(p_node);
			Camera *camera = memnew( Camera );

			if (collada.state.camera_data_map.has(cam->camera)) {

				const Collada::CameraData &cd = collada.state.camera_data_map[cam->camera];

				switch(cd.mode) {

					case Collada::CameraData::MODE_ORTHOGONAL: {

						if (cd.orthogonal.x_mag) {

							camera->set_orthogonal(cd.orthogonal.x_mag,cd.z_near,cd.z_far);

						} else if (!cd.orthogonal.x_mag && cd.orthogonal.y_mag) {

							camera->set_orthogonal(cd.orthogonal.y_mag * cd.aspect,cd.z_near,cd.z_far);
						}

					} break;
					case Collada::CameraData::MODE_PERSPECTIVE: {

						if (cd.perspective.y_fov) {

							camera->set_perspective(cd.perspective.y_fov,cd.z_near,cd.z_far);

						} else if (!cd.perspective.y_fov && cd.perspective.x_fov) {

							camera->set_perspective(cd.perspective.x_fov / cd.aspect,cd.z_near,cd.z_far);
						}

					} break;
				}

			}

			node=camera;

		} break;
		case Collada::Node::TYPE_GEOMETRY: {

			Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry*>(p_node);

			if (collada.state.curve_data_map.has(ng->source)) {

				node = memnew( Path );
			} else {
				//mesh since nothing else
				node = memnew( MeshInstance );
			}
		} break;
		case Collada::Node::TYPE_SKELETON: {

			Skeleton *sk = memnew( Skeleton );
			int bone = 0;

			for(int i=0;i<p_node->children.size();i++) {

				_populate_skeleton(sk,p_node->children[i],bone,-1);
			}
			sk->localize_rests(); //after creating skeleton, rests must be localized...!

			node=sk;
		} break;

	}

	if (p_node->name!="")
		node->set_name(p_node->name);
	NodeMap nm;
	nm.node=node;
	node_map[p_node->id]=nm;
	Transform xf = p_node->default_transform;

	xf = collada.fix_transform( xf ) * p_node->post_transform;
	node->set_transform(xf);
	p_parent->add_child(node);
	node->set_owner(scene);

	for(int i=0;i<p_node->children.size();i++) {

		Error err = _create_scene(p_node->children[i],node);
		if (err)
			return err;
	}
	return OK;
}


Error ColladaImport::_create_material(const String& p_target) {

	ERR_FAIL_COND_V(material_cache.has(p_target),ERR_ALREADY_EXISTS);
	ERR_FAIL_COND_V(!collada.state.material_map.has(p_target),ERR_INVALID_PARAMETER);
	Collada::Material &src_mat=collada.state.material_map[p_target];
	ERR_FAIL_COND_V(!collada.state.effect_map.has(src_mat.instance_effect),ERR_INVALID_PARAMETER);
	Collada::Effect &effect=collada.state.effect_map[src_mat.instance_effect];

	Ref<FixedMaterial> material= memnew( FixedMaterial );

	// DIFFUSE

	if (effect.diffuse.texture!="") {

		String texfile = effect.get_texture_path(effect.diffuse.texture,collada);
		if (texfile!="") {

			Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
			if (texture.is_valid()) {

				material->set_texture(FixedMaterial::PARAM_DIFFUSE,texture);
				material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
			} else {
				missing_textures.push_back(texfile.get_file());
			}
		}
	} else {
		material->set_parameter(FixedMaterial::PARAM_DIFFUSE,effect.diffuse.color);
	}

	// SPECULAR

	if (effect.specular.texture!="") {

		String texfile = effect.get_texture_path(effect.specular.texture,collada);
		if (texfile!="") {

			Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
			if (texture.is_valid()) {

				material->set_texture(FixedMaterial::PARAM_SPECULAR,texture);
				material->set_parameter(FixedMaterial::PARAM_SPECULAR,Color(1,1,1,1));
			} else {
				missing_textures.push_back(texfile.get_file());
			}

		}
	} else {
		material->set_parameter(FixedMaterial::PARAM_SPECULAR,effect.specular.color);
	}

	// EMISSION

	if (effect.emission.texture!="") {

		String texfile = effect.get_texture_path(effect.emission.texture,collada);
		if (texfile!="") {

			Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
			if (texture.is_valid()) {

				material->set_texture(FixedMaterial::PARAM_EMISSION,texture);
				material->set_parameter(FixedMaterial::PARAM_EMISSION,Color(1,1,1,1));
			}else {
				missing_textures.push_back(texfile.get_file());
			}

		}
	} else {
		material->set_parameter(FixedMaterial::PARAM_EMISSION,effect.emission.color);
	}

	// NORMAL

	if (effect.bump.texture!="") {

		String texfile = effect.get_texture_path(effect.bump.texture,collada);
		if (texfile!="") {

			Ref<Texture> texture = ResourceLoader::load(texfile,"Texture");
			if (texture.is_valid()) {

				material->set_texture(FixedMaterial::PARAM_NORMAL,texture);
			}else {
				missing_textures.push_back(texfile.get_file());
			}

		}
	}


	material->set_parameter(FixedMaterial::PARAM_SPECULAR_EXP,effect.shininess);
	material->set_flag(Material::FLAG_DOUBLE_SIDED,effect.double_sided);

	material_cache[p_target]=material;
	return OK;
}


static void _generate_normals(const DVector<int>& p_indices,const DVector<Vector3>& p_vertices,DVector<Vector3>&r_normals) {


	r_normals.resize(p_vertices.size());
	DVector<Vector3>::Write narrayw = r_normals.write();

	int iacount=p_indices.size()/3;
	DVector<int>::Read index_arrayr = p_indices.read();
	DVector<Vector3>::Read vertex_arrayr = p_vertices.read();

	for(int idx=0;idx<iacount;idx++) {

		Vector3 v[3]={
			vertex_arrayr[index_arrayr[idx*3+0]],
			vertex_arrayr[index_arrayr[idx*3+1]],
			vertex_arrayr[index_arrayr[idx*3+2]]
		};

		Vector3 normal = Plane(v[0],v[1],v[2]).normal;

		narrayw[index_arrayr[idx*3+0]]+=normal;
		narrayw[index_arrayr[idx*3+1]]+=normal;
		narrayw[index_arrayr[idx*3+2]]+=normal;
	}

	int vlen=p_vertices.size();

	for(int idx=0;idx<vlen;idx++) {
		narrayw[idx].normalize();
	}

}


static void _generate_tangents_and_binormals(const DVector<int>& p_indices,const DVector<Vector3>& p_vertices,const DVector<Vector3>& p_uvs,const DVector<Vector3>& p_normals,DVector<real_t>&r_tangents) {

	int vlen=p_vertices.size();

	Vector<Vector3> tangents;
	tangents.resize(vlen);
	Vector<Vector3> binormals;
	binormals.resize(vlen);


	int iacount=p_indices.size()/3;

	DVector<int>::Read index_arrayr = p_indices.read();
	DVector<Vector3>::Read vertex_arrayr = p_vertices.read();
	DVector<Vector3>::Read narrayr = p_normals.read();
	DVector<Vector3>::Read uvarrayr = p_uvs.read();


	for(int idx=0;idx<iacount;idx++) {


		Vector3 v1 = vertex_arrayr[ index_arrayr[idx*3+0] ];
		Vector3 v2 = vertex_arrayr[ index_arrayr[idx*3+1] ];
		Vector3 v3 = vertex_arrayr[ index_arrayr[idx*3+2] ];

		Vector3 w1 = uvarrayr[ index_arrayr[idx*3+0] ];
		Vector3 w2 = uvarrayr[ index_arrayr[idx*3+1] ];
		Vector3 w3 = uvarrayr[ index_arrayr[idx*3+2] ];

		real_t x1 = v2.x - v1.x;
		real_t x2 = v3.x - v1.x;
		real_t y1 = v2.y - v1.y;
		real_t y2 = v3.y - v1.y;
		real_t z1 = v2.z - v1.z;
		real_t z2 = v3.z - v1.z;

		real_t s1 = w2.x - w1.x;
		real_t s2 = w3.x - w1.x;
		real_t t1 = w2.y - w1.y;
		real_t t2 = w3.y - w1.y;

		real_t r  = (s1 * t2 - s2 * t1);

		Vector3 tangent;
		Vector3 binormal;

		if (r==0) {

			binormal=Vector3();
			tangent=Vector3();
		} else {
			tangent = Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
			(t2 * z1 - t1 * z2) * r);
			binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
			(s1 * z2 - s2 * z1) * r);
		}

		tangents[ index_arrayr[idx*3+0] ]+=tangent;
		binormals[ index_arrayr[idx*3+0] ]+=binormal;
		tangents[ index_arrayr[idx*3+1] ]+=tangent;
		binormals[ index_arrayr[idx*3+1] ]+=binormal;
		tangents[ index_arrayr[idx*3+2] ]+=tangent;
		binormals[ index_arrayr[idx*3+2] ]+=binormal;

	}

	r_tangents.resize(vlen*4);
	DVector<real_t>::Write tarrayw = r_tangents.write();

	for(int idx=0;idx<vlen;idx++) {
		Vector3 tangent = tangents[idx];
		Vector3 bingen = narrayr[idx].cross(tangent);
		float dir;
		if (bingen.dot(binormals[idx]) < 0 )
			dir=-1.0;
		else
			dir=+1.0;

		tarrayw[idx*4+0]=tangent.x;
		tarrayw[idx*4+1]=tangent.y;
		tarrayw[idx*4+2]=tangent.z;
		tarrayw[idx*4+3]=dir;
	}
}

Error ColladaImport::_create_mesh_surfaces(Ref<Mesh>& p_mesh,const Map<String,Collada::NodeGeometry::Material>& p_material_map,const Collada::MeshData &meshdata,const Transform& p_local_xform,const Vector<int> &bone_remap, const Collada::SkinControllerData *skin_controller, const Collada::MorphControllerData *p_morph_data) {


	bool local_xform_mirror=p_local_xform.basis.determinant() < 0;

	if (p_morph_data) {
		//add morphie target
		ERR_FAIL_COND_V( !p_morph_data->targets.has("MORPH_TARGET"), ERR_INVALID_DATA );
		String mt = p_morph_data->targets["MORPH_TARGET"];
		ERR_FAIL_COND_V( !p_morph_data->sources.has(mt), ERR_INVALID_DATA);
		int morph_targets = p_morph_data->sources[mt].sarray.size();
		for(int i=0;i<morph_targets;i++) {

			String target = p_morph_data->sources[mt].sarray[i];
			ERR_FAIL_COND_V( !collada.state.mesh_data_map.has(target), ERR_INVALID_DATA );
			String name = collada.state.mesh_data_map[target].name;

			p_mesh->add_morph_target(name);
		}
		if (p_morph_data->mode=="RELATIVE")
			p_mesh->set_morph_target_mode(Mesh::MORPH_MODE_RELATIVE);
		else if (p_morph_data->mode=="NORMALIZED")
			p_mesh->set_morph_target_mode(Mesh::MORPH_MODE_NORMALIZED);
	}


	int surface=0;
	for(int p_i = 0; p_i < meshdata.primitives.size(); p_i ++ ) {



		const Collada::MeshData::Primitives& p = meshdata.primitives[p_i];

		/* VERTEX SOURCE */
		ERR_FAIL_COND_V(!p.sources.has("VERTEX"),ERR_INVALID_DATA);

		String vertex_src_id = p.sources["VERTEX"].source;
		int vertex_ofs=p.sources["VERTEX"].offset;

		ERR_FAIL_COND_V(!meshdata.vertices.has(vertex_src_id),ERR_INVALID_DATA);

		ERR_FAIL_COND_V(!meshdata.vertices[vertex_src_id].sources.has("POSITION"),ERR_INVALID_DATA);
		String position_src_id = meshdata.vertices[vertex_src_id].sources["POSITION"];

		ERR_FAIL_COND_V(!meshdata.sources.has(position_src_id),ERR_INVALID_DATA);

		const Collada::MeshData::Source *vertex_src=&meshdata.sources[position_src_id];

		/* NORMAL SOURCE */

		const Collada::MeshData::Source *normal_src=NULL;
		int normal_ofs=0;

		if (p.sources.has("NORMAL")) {

			String normal_source_id = p.sources["NORMAL"].source;
			normal_ofs = p.sources["NORMAL"].offset;
			ERR_FAIL_COND_V( !meshdata.sources.has(normal_source_id),ERR_INVALID_DATA);
			normal_src=&meshdata.sources[normal_source_id];
		}

		const Collada::MeshData::Source *binormal_src=NULL;
		int binormal_ofs=0;

		if (p.sources.has("TEXBINORMAL")) {

			String binormal_source_id = p.sources["TEXBINORMAL"].source;
			binormal_ofs = p.sources["TEXBINORMAL"].offset;
			ERR_FAIL_COND_V( !meshdata.sources.has(binormal_source_id),ERR_INVALID_DATA);
			binormal_src=&meshdata.sources[binormal_source_id];
		}

		const Collada::MeshData::Source *tangent_src=NULL;
		int tangent_ofs=0;

		if (p.sources.has("TEXTANGENT")) {

			String tangent_source_id = p.sources["TEXTANGENT"].source;
			tangent_ofs = p.sources["TEXTANGENT"].offset;
			ERR_FAIL_COND_V( !meshdata.sources.has(tangent_source_id),ERR_INVALID_DATA);
			tangent_src=&meshdata.sources[tangent_source_id];
		}


		const Collada::MeshData::Source *uv_src=NULL;
		int uv_ofs=0;

		if (p.sources.has("TEXCOORD0")) {

			String uv_source_id = p.sources["TEXCOORD0"].source;
			uv_ofs = p.sources["TEXCOORD0"].offset;
			ERR_FAIL_COND_V( !meshdata.sources.has(uv_source_id),ERR_INVALID_DATA);
			uv_src=&meshdata.sources[uv_source_id];
		}

		const Collada::MeshData::Source *uv2_src=NULL;
		int uv2_ofs=0;

		if (p.sources.has("TEXCOORD1")) {

			String uv2_source_id = p.sources["TEXCOORD1"].source;
			uv2_ofs = p.sources["TEXCOORD1"].offset;
			ERR_FAIL_COND_V( !meshdata.sources.has(uv2_source_id),ERR_INVALID_DATA);
			uv2_src=&meshdata.sources[uv2_source_id];
		}


		const Collada::MeshData::Source *color_src=NULL;
		int color_ofs=0;

		if (false && p.sources.has("COLOR")) {

			String color_source_id = p.sources["COLOR"].source;
			color_ofs = p.sources["COLOR"].offset;
			ERR_FAIL_COND_V( !meshdata.sources.has(color_source_id), ERR_INVALID_DATA );
			color_src=&meshdata.sources[color_source_id];
		}

		//find largest source..


		Set<Collada::Vertex> vertex_set; //vertex set will be the vertices
		List<int> indices_list; //indices will be the indices
		Map<int,Set<int> > vertex_map; //map vertices (for setting skinning/morph)

		/**************************/
		/* CREATE PRIMITIVE ARRAY */
		/**************************/

		// The way collada uses indices is more optimal, and friendlier with 3D modelling sofware,
		// because it can index everything, not only vertices (similar to how the WII works).
		// This is, however, more incompatible with standard video cards, so arrays must be converted.
		// Must convert to GL/DX format.

		int _prim_ofs=0;
		for(int p_i=0;p_i<p.count;p_i++) {


			int amount;
			if (p.polygons.size()) {

				ERR_FAIL_INDEX_V(p_i,p.polygons.size(),ERR_INVALID_DATA);
				amount=p.polygons[p_i];
			} else {
				amount=3; //triangles;
			}

			//COLLADA_PRINT("amount: "+itos(amount));

			int prev2[2]={0,0};

			for(int j=0;j<amount;j++) {

				int src=_prim_ofs;
				//_prim_ofs+=p.sources.size()

				ERR_FAIL_INDEX_V(src,p.indices.size(),ERR_INVALID_DATA);

				Collada::Vertex vertex;

				int vertex_index=p.indices[src+vertex_ofs]; //used for index field (later used by controllers)
				int vertex_pos = (vertex_src->stride?vertex_src->stride:3) * vertex_index;
				ERR_FAIL_INDEX_V(vertex_pos,vertex_src->array.size(),ERR_INVALID_DATA);
				vertex.vertex=Vector3(vertex_src->array[vertex_pos+0],vertex_src->array[vertex_pos+1],vertex_src->array[vertex_pos+2]);


				if (normal_src) {



					int normal_pos = (normal_src->stride?normal_src->stride:3) * p.indices[src+normal_ofs];
					ERR_FAIL_INDEX_V(normal_pos,normal_src->array.size(),ERR_INVALID_DATA);
					vertex.normal=Vector3(normal_src->array[normal_pos+0],normal_src->array[normal_pos+1],normal_src->array[normal_pos+2]);
					vertex.normal=vertex.normal.snapped(0.001);


					if (tangent_src && binormal_src) {

						int binormal_pos = (binormal_src->stride?binormal_src->stride:3) * p.indices[src+binormal_ofs];
						ERR_FAIL_INDEX_V(binormal_pos,binormal_src->array.size(),ERR_INVALID_DATA);
						Vector3 binormal =Vector3(binormal_src->array[binormal_pos+0],binormal_src->array[binormal_pos+1],binormal_src->array[binormal_pos+2]);

						int tangent_pos = (tangent_src->stride?tangent_src->stride:3) * p.indices[src+tangent_ofs];
						ERR_FAIL_INDEX_V(tangent_pos,tangent_src->array.size(),ERR_INVALID_DATA);
						Vector3 tangent =Vector3(tangent_src->array[tangent_pos+0],tangent_src->array[tangent_pos+1],tangent_src->array[tangent_pos+2]);

						vertex.tangent.normal=tangent;
						vertex.tangent.d= vertex.normal.cross(tangent).dot(binormal) > 0 ? -1 : 1;
					}

				}


				if (uv_src) {

					int uv_pos = (uv_src->stride?uv_src->stride:2) * p.indices[src+uv_ofs];
					ERR_FAIL_INDEX_V(uv_pos,uv_src->array.size(),ERR_INVALID_DATA);
					vertex.uv=Vector3(uv_src->array[uv_pos+0],1.0-uv_src->array[uv_pos+1],0);
				}

				if (uv2_src) {

					int uv2_pos = (uv2_src->stride?uv2_src->stride:2) * p.indices[src+uv2_ofs];
					ERR_FAIL_INDEX_V(uv2_pos,uv2_src->array.size(),ERR_INVALID_DATA);
					vertex.uv2=Vector3(uv2_src->array[uv2_pos+0],1.0-uv2_src->array[uv2_pos+1],0);
				}

				if (color_src) {

					int color_pos = (color_src->stride?color_src->stride:3) * p.indices[src+color_ofs]; // colors are RGB in collada..
					ERR_FAIL_INDEX_V(color_pos,color_src->array.size(),ERR_INVALID_DATA);
					vertex.color=Color(color_src->array[color_pos+0],color_src->array[color_pos+1],color_src->array[color_pos+2],(color_src->stride>3)?color_src->array[color_pos+3]:1.0);

				}

#ifndef NO_UP_AXIS_SWAP
				if (collada.state.up_axis==Vector3::AXIS_Z) {

					SWAP( vertex.vertex.z, vertex.vertex.y );
					vertex.vertex.z = -vertex.vertex.z;
					SWAP( vertex.normal.z, vertex.normal.y );
					vertex.normal.z = -vertex.normal.z;

				}

#endif

				vertex.fix_unit_scale(collada);
				int index=0;
				//COLLADA_PRINT("vertex: "+vertex.vertex);

				if (vertex_set.has(vertex)) {

					index=vertex_set.find(vertex)->get().idx;
				} else {

					index=vertex_set.size();
					vertex.idx=index;
					vertex_set.insert(vertex);
				}

				if (!vertex_map.has(vertex_index))
					vertex_map[vertex_index]=Set<int>();
				vertex_map[vertex_index].insert(index); //should be outside..
				//build triangles if needed
				if (j==0)
					prev2[0]=index;

				if (j>=2) {
					//insert indices in reverse order (collada uses CCW as frontface)
					if (local_xform_mirror) {

						indices_list.push_back(prev2[0]);
						indices_list.push_back(prev2[1]);
						indices_list.push_back(index);

					} else {
						indices_list.push_back(prev2[0]);
						indices_list.push_back(index);
						indices_list.push_back(prev2[1]);
					}
				}

				prev2[1]=index;
				_prim_ofs+=p.vertex_size;
			}

		}



		Vector<Collada::Vertex> vertex_array; //there we go, vertex array

		vertex_array.resize(vertex_set.size());
		for(Set<Collada::Vertex>::Element *F=vertex_set.front();F;F=F->next()) {

			vertex_array[F->get().idx]=F->get();
		}

		/************************/
		/* ADD WEIGHTS IF EXIST */
		/************************/


		bool has_weights=false;

		if (skin_controller) {

			const Collada::SkinControllerData::Source *weight_src=NULL;
			int weight_ofs=0;

			if (skin_controller->weights.sources.has("WEIGHT")) {

				String weight_id = skin_controller->weights.sources["WEIGHT"].source;
				weight_ofs = skin_controller->weights.sources["WEIGHT"].offset;
				if (skin_controller->sources.has(weight_id)) {

					weight_src = &skin_controller->sources[weight_id];

				}
			}

			int joint_ofs=0;

			if (skin_controller->weights.sources.has("JOINT")) {

				joint_ofs = skin_controller->weights.sources["JOINT"].offset;
			}

			//should be OK, given this was pre-checked.

			int index_ofs=0;
			int wstride = skin_controller->weights.sources.size();
			for(int w_i=0;w_i<skin_controller->weights.sets.size();w_i++) {

				int amount = skin_controller->weights.sets[w_i];

				if (vertex_map.has(w_i)) { //vertex may no longer be here, don't bother converting

					Vector<Collada::Vertex::Weight> weights;

					for (int a_i=0;a_i<amount;a_i++) {

						Collada::Vertex::Weight w;

						int read_from = index_ofs+a_i*wstride;
						ERR_FAIL_INDEX_V(read_from+wstride-1,skin_controller->weights.indices.size(),ERR_INVALID_DATA);
						int weight_index = skin_controller->weights.indices[read_from+weight_ofs];
						ERR_FAIL_INDEX_V(weight_index,weight_src->array.size(),ERR_INVALID_DATA);

						w.weight = weight_src->array[weight_index];

						int bone_index = skin_controller->weights.indices[read_from+joint_ofs];
						if (bone_index==-1)
							continue; //ignore this weight (refers to bind shape)
						ERR_FAIL_INDEX_V(bone_index,bone_remap.size(),ERR_INVALID_DATA);

						w.bone_idx=bone_remap[bone_index];


						weights.push_back(w);
					}

					/* FIX WEIGHTS */



					weights.sort();

					if (weights.size()>4) {
						//cap to 4 and make weights add up 1
						weights.resize(4);

					}

					//make sure weights allways add up to 1
					float total=0;
					for(int i=0;i<weights.size();i++)
						total+=weights[i].weight;
					if (total)
						for(int i=0;i<weights.size();i++)
							weights[i].weight/=total;

					if (weights.size()==0 || total==0) { //if nothing, add a weight to bone 0
						//no weights assigned
						Collada::Vertex::Weight w;
						w.bone_idx=0;
						w.weight=1.0;
						weights.clear();
						weights.push_back(w);

					}


					for(Set<int>::Element *E=vertex_map[w_i].front();E;E=E->next()) {

						int dst = E->get();
						ERR_EXPLAIN("invalid vertex index in array");
						ERR_FAIL_INDEX_V(dst,vertex_array.size(),ERR_INVALID_DATA);
						vertex_array[dst].weights=weights;

					}

				} else {
					//zzprint_line("no vertex found for index "+itos(w_i));
				}

				index_ofs+=wstride*amount;

			}

			//vertices need to be localized

			Transform local_xform = p_local_xform;
			for(int i=0;i<vertex_array.size();i++) {

				vertex_array[i].vertex=local_xform.xform(vertex_array[i].vertex);
				vertex_array[i].normal=local_xform.basis.xform(vertex_array[i].normal).normalized();
				vertex_array[i].tangent.normal=local_xform.basis.xform(vertex_array[i].tangent.normal).normalized();
				if (local_xform_mirror) {
					//i shouldn't do this? wtf?
					//vertex_array[i].normal*=-1.0;
					//vertex_array[i].tangent.normal*=-1.0;
				}
			}

			has_weights=true;

		}

		DVector<int> index_array;
		index_array.resize(indices_list.size());
		DVector<int>::Write index_arrayw = index_array.write();

		int iidx=0;
		for(List<int>::Element *F=indices_list.front();F;F=F->next()) {

			index_arrayw[iidx++]=F->get();
		}

		index_arrayw=DVector<int>::Write();


		/*****************/
		/* MAKE SURFACES  */
		/*****************/


		{

			Ref<FixedMaterial> material;

			//find material
			Mesh::PrimitiveType primitive=Mesh::PRIMITIVE_TRIANGLES;

			{

				if (p_material_map.has(p.material)) {
					String target=p_material_map[p.material].target;

					if (!material_cache.has(target)) {
						Error err = _create_material(target);
						if (!err)
							material=material_cache[target];
					} else
						material=material_cache[target];

				} else if (p.material!=""){
					print_line("Warning, unreferenced material in geometry instance: "+p.material);
				}
			}



			DVector<Vector3> final_vertex_array;
			DVector<Vector3> final_normal_array;
			DVector<float> final_tangent_array;
			DVector<Color> final_color_array;
			DVector<Vector3> final_uv_array;
			DVector<Vector3> final_uv2_array;
			DVector<float> final_bone_array;
			DVector<float> final_weight_array;

			uint32_t final_format=0;

			//create format
			final_format=Mesh::ARRAY_FORMAT_VERTEX|Mesh::ARRAY_FORMAT_INDEX;

			if (normal_src) {
				final_format|=Mesh::ARRAY_FORMAT_NORMAL;
				if (uv_src && binormal_src && tangent_src) {
					final_format|=Mesh::ARRAY_FORMAT_TANGENT;
				}

			}



			if (color_src)
				final_format|=Mesh::ARRAY_FORMAT_COLOR;
			if (uv_src)
				final_format|=Mesh::ARRAY_FORMAT_TEX_UV;
			if (uv2_src)
				final_format|=Mesh::ARRAY_FORMAT_TEX_UV2;

			if (has_weights) {
				final_format|=Mesh::ARRAY_FORMAT_WEIGHTS;
				final_format|=Mesh::ARRAY_FORMAT_BONES;
			}


			//set arrays

			int vlen = vertex_array.size();
			{ //vertices

				DVector<Vector3> varray;
				varray.resize(vertex_array.size());

				DVector<Vector3>::Write varrayw = varray.write();

				for(int k=0;k<vlen;k++)
					varrayw[k]=vertex_array[k].vertex;

				varrayw = DVector<Vector3>::Write();
				final_vertex_array=varray;

			}


			if (uv_src) { //compute uv first, may be needed for computing tangent/bionrmal
				DVector<Vector3> uvarray;
				uvarray.resize(vertex_array.size());
				DVector<Vector3>::Write uvarrayw = uvarray.write();

				for(int k=0;k<vlen;k++) {
					uvarrayw[k]=vertex_array[k].uv;
				}

				uvarrayw = DVector<Vector3>::Write();
				final_uv_array=uvarray;

			}

			if (uv2_src) { //compute uv first, may be needed for computing tangent/bionrmal
				DVector<Vector3> uv2array;
				uv2array.resize(vertex_array.size());
				DVector<Vector3>::Write uv2arrayw = uv2array.write();

				for(int k=0;k<vlen;k++) {
					uv2arrayw[k]=vertex_array[k].uv;
				}

				uv2arrayw = DVector<Vector3>::Write();
				final_uv2_array=uv2array;

			}

			if (normal_src) {
				DVector<Vector3> narray;
				narray.resize(vertex_array.size());
				DVector<Vector3>::Write narrayw = narray.write();

				for(int k=0;k<vlen;k++) {
					narrayw[k]=vertex_array[k].normal;
				}

				narrayw = DVector<Vector3>::Write();
				final_normal_array=narray;

				//DVector<Vector3> altnaray;
				//_generate_normals(index_array,final_vertex_array,altnaray);

				//for(int i=0;i<altnaray.size();i++)
				//	print_line(rtos(altnaray[i].dot(final_normal_array[i])));

			} else if (primitive==Mesh::PRIMITIVE_TRIANGLES)  {
				//generate normals (even if unused later)

				_generate_normals(index_array,final_vertex_array,final_normal_array);
				if (OS::get_singleton()->is_stdout_verbose())
					print_line("Collada: Triangle mesh lacks normals, so normals were generated.");
				final_format|=Mesh::ARRAY_FORMAT_NORMAL;

			}

			if (final_normal_array.size() && uv_src && binormal_src && tangent_src && !force_make_tangents) {

				DVector<real_t> tarray;
				tarray.resize(vertex_array.size()*4);
				DVector<real_t>::Write tarrayw = tarray.write();


				for(int k=0;k<vlen;k++) {
					tarrayw[k*4+0]=vertex_array[k].tangent.normal.x;
					tarrayw[k*4+1]=vertex_array[k].tangent.normal.y;
					tarrayw[k*4+2]=vertex_array[k].tangent.normal.z;
					tarrayw[k*4+3]=vertex_array[k].tangent.d;

				}

				tarrayw = DVector<real_t>::Write();

				final_tangent_array=tarray;
			} else if (final_normal_array.size() && primitive==Mesh::PRIMITIVE_TRIANGLES && final_uv_array.size() && (force_make_tangents || (material.is_valid() && material->get_texture(FixedMaterial::PARAM_NORMAL).is_valid()))){
				//if this uses triangles, there are uvs and the material is using a normalmap, generate tangents and binormals, because they WILL be needed
				//generate binormals/tangents
				_generate_tangents_and_binormals(index_array,final_vertex_array,final_uv_array,final_normal_array,final_tangent_array);
				final_format|=Mesh::ARRAY_FORMAT_TANGENT;
				if (OS::get_singleton()->is_stdout_verbose())
					print_line("Collada: Triangle mesh lacks tangents (And normalmap was used), so tangents were generated.");

			}


			if (color_src) {
				DVector<Color> colorarray;
				colorarray.resize(vertex_array.size());
				DVector<Color>::Write colorarrayw = colorarray.write();

				for(int k=0;k<vlen;k++) {
					colorarrayw[k]=vertex_array[k].color;
				}

				colorarrayw = DVector<Color>::Write();

				final_color_array=colorarray;
			}

			if (has_weights) {
				DVector<float> weightarray;
				DVector<float> bonearray;

				weightarray.resize(vertex_array.size()*4);
				DVector<float>::Write weightarrayw = weightarray.write();
				bonearray.resize(vertex_array.size()*4);
				DVector<float>::Write bonearrayw = bonearray.write();

				for(int k=0;k<vlen;k++) {
					float sum=0;

					for(int l=0;l<VS::ARRAY_WEIGHTS_SIZE;l++) {
						if (l<vertex_array[k].weights.size()) {
							weightarrayw[k*VS::ARRAY_WEIGHTS_SIZE+l]=vertex_array[k].weights[l].weight;
							sum+=weightarrayw[k*VS::ARRAY_WEIGHTS_SIZE+l];
							bonearrayw[k*VS::ARRAY_WEIGHTS_SIZE+l]=vertex_array[k].weights[l].bone_idx;
							//COLLADA_PRINT(itos(k)+": "+rtos(bonearrayw[k*VS::ARRAY_WEIGHTS_SIZE+l])+":"+rtos(weightarray[k*VS::ARRAY_WEIGHTS_SIZE+l]));
						} else {

							weightarrayw[k*VS::ARRAY_WEIGHTS_SIZE+l]=0;
							bonearrayw[k*VS::ARRAY_WEIGHTS_SIZE+l]=0;

						}


					}
//					if (sum<0.8)
//						COLLADA_PRINT("ERROR SUMMING INDEX "+itos(k)+" had weights: "+itos(vertex_array[k].weights.size()));

				}

				weightarrayw = DVector<float>::Write();
				bonearrayw = DVector<float>::Write();

				final_weight_array = weightarray;
				final_bone_array = bonearray;
			}



			////////////////////////////
			// FINALLY CREATE SUFRACE //
			////////////////////////////

			Array d;
			d.resize(VS::ARRAY_MAX);

			d[Mesh::ARRAY_INDEX]=index_array;
			d[Mesh::ARRAY_VERTEX]=final_vertex_array;

			if (final_normal_array.size())
				d[Mesh::ARRAY_NORMAL]=final_normal_array;
			if (final_tangent_array.size())
				d[Mesh::ARRAY_TANGENT]=final_tangent_array;
			if (final_uv_array.size())
				d[Mesh::ARRAY_TEX_UV]=final_uv_array;
			if (final_uv2_array.size())
				d[Mesh::ARRAY_TEX_UV2]=final_uv2_array;
			if (final_color_array.size())
				d[Mesh::ARRAY_COLOR]=final_color_array;
			if (final_weight_array.size())
				d[Mesh::ARRAY_WEIGHTS]=final_weight_array;
			if (final_bone_array.size())
				d[Mesh::ARRAY_BONES]=final_bone_array;


			Array mr;

			////////////////////////////
			// THEN THE MORPH TARGETS //
			////////////////////////////

			if (p_morph_data) {

				//add morphie target
				ERR_FAIL_COND_V( !p_morph_data->targets.has("MORPH_TARGET"), ERR_INVALID_DATA );
				String mt = p_morph_data->targets["MORPH_TARGET"];
				ERR_FAIL_COND_V( !p_morph_data->sources.has(mt), ERR_INVALID_DATA);
				int morph_targets = p_morph_data->sources[mt].sarray.size();
				mr.resize(morph_targets);

				for(int j=0;j<morph_targets;j++) {

					Array mrt;
					mrt.resize(VS::ARRAY_MAX);

					String target = p_morph_data->sources[mt].sarray[j];
					ERR_FAIL_COND_V( !collada.state.mesh_data_map.has(target), ERR_INVALID_DATA );
					String name = collada.state.mesh_data_map[target].name;
					Collada::MeshData &md = collada.state.mesh_data_map[target];

					// collada in itself supports morphing everything. However, the spec is unclear and no examples or exporters that
					// morph anything but "POSITIONS" seem to exit. Because of this, normals and binormals/tangents have to be regenerated here,
					// which may result in inaccurate (but most of the time good enough) results.

					DVector<Vector3> vertices;
					vertices.resize(vlen);

					ERR_FAIL_COND_V( md.vertices.size() != 1, ERR_INVALID_DATA);
					String vertex_src_id=md.vertices.front()->key();
					ERR_FAIL_COND_V(!md.vertices[vertex_src_id].sources.has("POSITION"),ERR_INVALID_DATA);
					String position_src_id = md.vertices[vertex_src_id].sources["POSITION"];

					ERR_FAIL_COND_V(!md.sources.has(position_src_id),ERR_INVALID_DATA);

					const Collada::MeshData::Source *m=&md.sources[position_src_id];

					ERR_FAIL_COND_V( m->array.size() != vertex_src->array.size(), ERR_INVALID_DATA);
					int stride=m->stride;
					if (stride==0)
						stride=3;


					//read vertices from morph target
					DVector<Vector3>::Write vertw = vertices.write();

					for(int m_i=0;m_i<m->array.size()/stride;m_i++) {

						int pos = m_i*stride;
						Vector3 vtx( m->array[pos+0], m->array[pos+1], m->array[pos+2] );

#ifndef NO_UP_AXIS_SWAP
						if (collada.state.up_axis==Vector3::AXIS_Z) {

							SWAP( vtx.z, vtx.y );
							vtx.z = -vtx.z;

						}
#endif

						Collada::Vertex vertex;
						vertex.vertex=vtx;
						vertex.fix_unit_scale(collada);
						vtx=vertex.vertex;

						vtx = p_local_xform.xform(vtx);


						if (vertex_map.has(m_i)) { //vertex may no longer be here, don't bother converting


							for (Set<int> ::Element *E=vertex_map[m_i].front() ; E; E=E->next() ) {

								vertw[E->get()]=vtx;
							}
						}
					}


					//vertices are in place, now generate everything else
					vertw = DVector<Vector3>::Write();
					DVector<Vector3> normals;
					DVector<float> tangents;

					_generate_normals(index_array,vertices,normals);
					if (final_tangent_array.size() && final_uv_array.size()) {

						_generate_tangents_and_binormals(index_array,vertices,final_uv_array,normals,tangents);

					}

					mrt[Mesh::ARRAY_VERTEX]=vertices;

					mrt[Mesh::ARRAY_NORMAL]=normals;
					if (tangents.size())
						mrt[Mesh::ARRAY_TANGENT]=tangents;
					if (final_uv_array.size())
						mrt[Mesh::ARRAY_TEX_UV]=final_uv_array;
					if (final_uv2_array.size())
						mrt[Mesh::ARRAY_TEX_UV2]=final_uv2_array;
					if (final_color_array.size())
						mrt[Mesh::ARRAY_COLOR]=final_color_array;

					mr[j]=mrt;

				}

			}


			p_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d,mr);

			if (material.is_valid()) {
				p_mesh->surface_set_material(surface, material);
				p_mesh->surface_set_name(surface, material->get_name());
			}
		}

		/*****************/
		/* FIND MATERIAL */
		/*****************/

		surface++;
	}


	return OK;

}


Error ColladaImport::_create_resources(Collada::Node *p_node) {


	if (p_node->type==Collada::Node::TYPE_GEOMETRY && node_map.has(p_node->id)) {


		Spatial * node=node_map[p_node->id].node;
		Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry*>(p_node);


		if (node->cast_to<Path>()) {

			Path *path = node->cast_to<Path>();

			String curve = ng->source;

			if (curve_cache.has(ng->source)) {

				path->set_curve(curve_cache[ng->source]);
			} else {

				Ref<Curve3D> c = memnew( Curve3D );

				const Collada::CurveData &cd = collada.state.curve_data_map[ng->source];

				ERR_FAIL_COND_V( !cd.control_vertices.has("POSITION") , ERR_INVALID_DATA);
				ERR_FAIL_COND_V( !cd.control_vertices.has("IN_TANGENT") , ERR_INVALID_DATA);
				ERR_FAIL_COND_V( !cd.control_vertices.has("OUT_TANGENT") , ERR_INVALID_DATA);
				ERR_FAIL_COND_V( !cd.control_vertices.has("INTERPOLATION") , ERR_INVALID_DATA);


				ERR_FAIL_COND_V( !cd.sources.has(cd.control_vertices["POSITION"] ) , ERR_INVALID_DATA);
				const Collada::CurveData::Source &vertices = cd.sources[ cd.control_vertices["POSITION"] ];
				ERR_FAIL_COND_V( vertices.stride!=3, ERR_INVALID_DATA );

				ERR_FAIL_COND_V( !cd.sources.has(cd.control_vertices["IN_TANGENT"] ) , ERR_INVALID_DATA);
				const Collada::CurveData::Source &in_tangents = cd.sources[ cd.control_vertices["IN_TANGENT"] ];
				ERR_FAIL_COND_V( in_tangents.stride!=3 , ERR_INVALID_DATA);

				ERR_FAIL_COND_V( !cd.sources.has(cd.control_vertices["OUT_TANGENT"] ), ERR_INVALID_DATA );
				const Collada::CurveData::Source &out_tangents = cd.sources[ cd.control_vertices["OUT_TANGENT"] ];
				ERR_FAIL_COND_V( out_tangents.stride!=3, ERR_INVALID_DATA );

				ERR_FAIL_COND_V( !cd.sources.has(cd.control_vertices["INTERPOLATION"] ), ERR_INVALID_DATA );
				const Collada::CurveData::Source &interps = cd.sources[ cd.control_vertices["INTERPOLATION"] ];
				ERR_FAIL_COND_V( interps.stride!=1, ERR_INVALID_DATA );

				const Collada::CurveData::Source *tilts=NULL;
				if (cd.control_vertices.has("TILT") && cd.sources.has(cd.control_vertices["TILT"]))
					tilts=&cd.sources[ cd.control_vertices["TILT"] ];


				if (tilts) {
					print_line("FOUND TILTS!!!");
				}
				int pc = vertices.array.size()/3;
				for(int i=0;i<pc;i++) {

					Vector3 pos( vertices.array[i*3+0], vertices.array[i*3+1], vertices.array[i*3+2] );
					Vector3 in( in_tangents.array[i*3+0], in_tangents.array[i*3+1], in_tangents.array[i*3+2] );
					Vector3 out( out_tangents.array[i*3+0], out_tangents.array[i*3+1], out_tangents.array[i*3+2] );

#ifndef NO_UP_AXIS_SWAP
					if (collada.state.up_axis==Vector3::AXIS_Z) {

						SWAP(pos.y,pos.z);
						pos.z=-pos.z;
						SWAP(in.y,in.z);
						in.z=-in.z;
						SWAP(out.y,out.z);
						out.z=-out.z;
					}
#endif
					pos*=collada.state.unit_scale;
					in*=collada.state.unit_scale;
					out*=collada.state.unit_scale;

					c->add_point(pos,in-pos,out-pos);
					if (tilts)
						c->set_point_tilt(i,tilts->array[i]);

				}

				curve_cache[ng->source]=c;
				path->set_curve(c);

			}


		}


		if (node->cast_to<MeshInstance>()) {


			Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry*>(p_node);

			MeshInstance *mi = node->cast_to<MeshInstance>();


			ERR_FAIL_COND_V(!mi,ERR_BUG);


			Collada::SkinControllerData *skin=NULL;
			Collada::MorphControllerData *morph=NULL;
			String meshid;
			Transform apply_xform;
			Vector<int> bone_remap;

			if (ng->controller) {

				if (collada.state.skin_controller_data_map.has(ng->source)) {


					ERR_FAIL_COND_V(!collada.state.skin_controller_data_map.has(ng->source),ERR_INVALID_DATA);
					skin=&collada.state.skin_controller_data_map[ng->source];

					Vector<String> skeletons = ng->skeletons;

					ERR_FAIL_COND_V( skeletons.empty(), ERR_INVALID_DATA );

					String skname = skeletons[0];
					ERR_FAIL_COND_V( !node_map.has(skname), ERR_INVALID_DATA );
					NodeMap nmsk = node_map[skname];
					Skeleton *sk = nmsk.node->cast_to<Skeleton>();
					ERR_FAIL_COND_V( !sk, ERR_INVALID_DATA );
					ERR_FAIL_COND_V( !skeleton_bone_map.has(sk), ERR_INVALID_DATA );
					Map<String, int> &bone_remap_map=skeleton_bone_map[sk];


					meshid=skin->base;

					if (collada.state.morph_controller_data_map.has(meshid)) {
						//it's a morph!!
						morph = &collada.state.morph_controller_data_map[meshid];
						meshid=morph->mesh;
					}

					apply_xform=collada.fix_transform(p_node->default_transform);
					node->set_transform(Transform());

					Collada::SkinControllerData::Source *joint_src=NULL;

					ERR_FAIL_COND_V(!skin->weights.sources.has("JOINT"),ERR_INVALID_DATA);

					String joint_id = skin->weights.sources["JOINT"].source;
					ERR_FAIL_COND_V(!skin->sources.has(joint_id),ERR_INVALID_DATA);

					joint_src = &skin->sources[joint_id];

					bone_remap.resize(joint_src->sarray.size());

					for(int i=0;i<bone_remap.size();i++) {

						String str = joint_src->sarray[i];
						ERR_FAIL_COND_V( !bone_remap_map.has(str), ERR_INVALID_DATA );
						bone_remap[i]=bone_remap_map[str];
					}
				} else if (collada.state.morph_controller_data_map.has(ng->source)) {
					//it's a morph!!
					morph = &collada.state.morph_controller_data_map[meshid];
					meshid=morph->mesh;
				} else {
					ERR_EXPLAIN("Controller Instance Source '"+ng->source+"' is neither skin or morph!");
					ERR_FAIL_V( ERR_INVALID_DATA );
				}



			} else {
				meshid=ng->source;
			}

			Ref<Mesh> mesh;
			if (mesh_cache.has(meshid)) {
				mesh=mesh_cache[meshid];
			} else {
				if (collada.state.mesh_data_map.has(meshid)) {
					//bleh, must ignore invalid

					ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid),ERR_INVALID_DATA);
					mesh=Ref<Mesh>(memnew( Mesh ));
					const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
					mesh->set_name( meshdata.name );
					Error err = _create_mesh_surfaces(mesh,ng->material_map,meshdata,apply_xform,bone_remap,skin,morph);
					ERR_FAIL_COND_V(err,err);

					mesh_cache[meshid]=mesh;
				} else {

					print_line("Warning, will not import geometry: "+meshid);
				}
			}

			if (!mesh.is_null()) {
				mi->set_mesh(mesh);
			}
		}
	}

	for(int i=0;i<p_node->children.size();i++) {

		Error err = _create_resources(p_node->children[i]);
		if (err)
			return err;
	}
	return OK;
}


Error ColladaImport::load(const String& p_path,int p_flags,bool p_force_make_tangents) {

	Error err = collada.load(p_path,p_flags);
	ERR_FAIL_COND_V(err,err);

	force_make_tangents=p_force_make_tangents;
	ERR_FAIL_COND_V( !collada.state.visual_scene_map.has( collada.state.root_visual_scene ), ERR_INVALID_DATA );
	Collada::VisualScene &vs = collada.state.visual_scene_map[ collada.state.root_visual_scene ];

	scene = memnew( Spatial ); // root

	//determine what's going on with the lights
	for(int i=0;i<vs.root_nodes.size();i++) {

		_pre_process_lights(vs.root_nodes[i]);

	}
	//import scene
	for(int i=0;i<vs.root_nodes.size();i++) {

		Error err = _create_scene(vs.root_nodes[i],scene);
		if (err!=OK)  {
			memdelete(scene);
			ERR_FAIL_COND_V(err,err);
		}

		Error err2 = _create_resources(vs.root_nodes[i]);
		if (err2!=OK)  {
			memdelete(scene);
			ERR_FAIL_COND_V(err2,err2);
		}
	}

	//optatively, set unit scale in the root
	scene->set_transform(collada.get_root_transform());


	return OK;

}

void ColladaImport::_fix_param_animation_tracks() {

	for (Map<String,Collada::Node*>::Element *E=collada.state.scene_map.front();E;E=E->next()) {

		Collada::Node *n = E->get();
		switch(n->type)	{

			case Collada::Node::TYPE_NODE: {
				// ? do nothing
			} break;
			case Collada::Node::TYPE_JOINT: {

			} break;
			case Collada::Node::TYPE_SKELETON: {

			} break;
			case Collada::Node::TYPE_LIGHT: {

			} break;
			case Collada::Node::TYPE_CAMERA: {

			} break;
			case Collada::Node::TYPE_GEOMETRY: {

				Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry*>(n);
				// test source(s)
				String source = ng->source;

				while (source!="") {

					if (collada.state.skin_controller_data_map.has(source)) {

						const Collada::SkinControllerData& skin = collada.state.skin_controller_data_map[source];

						//nothing to animate here i think

						source=skin.base;
					} else if (collada.state.morph_controller_data_map.has(source)) {

						const Collada::MorphControllerData& morph = collada.state.morph_controller_data_map[source];
						if (morph.targets.has("MORPH_WEIGHT") && morph.targets.has("MORPH_TARGET")) {

							String weights = morph.targets["MORPH_WEIGHT"];
							String targets = morph.targets["MORPH_TARGET"];

							if (morph.sources.has(targets) && morph.sources.has(weights)) {
								const Collada::MorphControllerData::Source &weight_src=morph.sources[weights];
								const Collada::MorphControllerData::Source &target_src=morph.sources[targets];

								ERR_FAIL_COND(weight_src.array.size() != target_src.sarray.size());

								for(int i=0;i<weight_src.array.size();i++) {

									String track_name = weights+"("+itos(i)+")";
									String mesh_name = target_src.sarray[i];
									if (collada.state.mesh_name_map.has(mesh_name) && collada.state.referenced_tracks.has(track_name)) {

										const Vector<int>&rt = collada.state.referenced_tracks[track_name];

										for(int rti=0;rti<rt.size();rti++) {
											Collada::AnimationTrack *at = &collada.state.animation_tracks[rt[rti]];

											at->target=E->key();
											at->param="morph/"+collada.state.mesh_name_map[mesh_name];
											at->property=true;
											//at->param
										}
									}
								}
							}
						}
						source=morph.mesh;
					} else {

						source=""; // for now nothing else supported
					}
				}

			} break;

		}
	}

}

void ColladaImport::create_animations() {

	print_line("-=-=-=-=-PRE CA");
	_fix_param_animation_tracks();
	for(int i=0;i<collada.state.animation_clips.size();i++) {

		for(int j=0;j<collada.state.animation_clips[i].tracks.size();j++)
			tracks_in_clips.insert(collada.state.animation_clips[i].tracks[j]);
	}



	for(int i=0;i<collada.state.animation_tracks.size();i++) {

		Collada::AnimationTrack &at = collada.state.animation_tracks[i];
		if (!node_map.has(at.target)) {
			print_line("Coudlnt find node: "+at.target);
			continue;
		}


		if (at.property) {

			valid_animated_properties.push_back(i);

		} else {
			node_map[at.target].anim_tracks.push_back(i);
			valid_animated_nodes.insert(at.target);
		}

	}

	create_animation();
	print_line("clipcount: "+itos(collada.state.animation_clips.size()));
	for(int i=0;i<collada.state.animation_clips.size();i++)
		create_animation(i);

}

void ColladaImport::create_animation(int p_clip) {

	Ref<Animation> animation = Ref<Animation>( memnew( Animation ));

	if (p_clip==-1) {

		print_line("default");
		animation->set_name("default");
	} else {
		print_line("clip name: "+collada.state.animation_clips[p_clip].name);
		animation->set_name(collada.state.animation_clips[p_clip].name);
	}

	for(Map<String,NodeMap>::Element *E=node_map.front();E;E=E->next()) {

		if (E->get().bone<0)
			continue;
		bones_with_animation[E->key()]=false;
	}
	//store and validate tracks

	if (p_clip==-1) {
		//main anim
	}

	Set<int> track_filter;


	if (p_clip==-1) {

		for(int i=0;i<collada.state.animation_clips.size();i++) {

			int tc = collada.state.animation_clips[i].tracks.size();
			for(int j=0;j<tc;j++) {

				String n = collada.state.animation_clips[i].tracks[j];
				if (collada.state.by_id_tracks.has(n)) {

					const Vector<int>&ti = collada.state.by_id_tracks[n];
					for(int k=0;k<ti.size();k++) {
						track_filter.insert(ti[k]);
					}
				}
			}
		}
	} else {

		int tc = collada.state.animation_clips[p_clip].tracks.size();
		for(int j=0;j<tc;j++) {

			String n = collada.state.animation_clips[p_clip].tracks[j];
			if (collada.state.by_id_tracks.has(n)) {

				const Vector<int>&ti = collada.state.by_id_tracks[n];
				for(int k=0;k<ti.size();k++) {
					track_filter.insert(ti[k]);
				}
			}
		}

	}

	//animation->set_loop(true);
	//create animation tracks

	Vector<float> base_snapshots;

	float f=0;
	float snapshot_interval = 1.0/20.0; //should be customizable somewhere...

	float anim_length=collada.state.animation_length;
	if (p_clip>=0 && collada.state.animation_clips[p_clip].end)
		anim_length=collada.state.animation_clips[p_clip].end;

	while(f<collada.state.animation_length) {
		if (f>=collada.state.animation_length)
			f=collada.state.animation_length;

		base_snapshots.push_back(f);
		f+=snapshot_interval;
	}
	print_line("anim len: "+rtos(anim_length));
	animation->set_length(anim_length);

	bool tracks_found=false;

	for(Set<String>::Element* E=valid_animated_nodes.front();E;E=E->next()) {

		// take snapshots
		if (!collada.state.scene_map.has(E->get()))
			continue;

		NodeMap &nm = node_map[E->get()];
		String path = scene->get_path_to(nm.node);

		if (nm.bone>=0) {
			Skeleton *sk = static_cast<Skeleton*>(nm.node);
			String name = sk->get_bone_name(nm.bone);
			path=path+":"+name;
		}

		bool found_anim=false;


		Collada::Node *cn = collada.state.scene_map[E->get()];
		if (cn->ignore_anim) {
			print_line("warning, ignoring animation on node: "+path);
			continue;
		}



		animation->add_track(Animation::TYPE_TRANSFORM);
		int track = animation->get_track_count() -1;		
		animation->track_set_path( track , path );

		Vector<float> snapshots = base_snapshots;

		if (nm.anim_tracks.size()==1) {
			//use snapshot keys from anim track instead, because this was most likely exported baked
			Collada::AnimationTrack &at = collada.state.animation_tracks[nm.anim_tracks.front()->get()];
			snapshots.clear();
			for(int i=0;i<at.keys.size();i++)
				snapshots.push_back(at.keys[i].time);

		}


		for(int i=0;i<snapshots.size();i++) {

			for(List<int>::Element *ET=nm.anim_tracks.front();ET;ET=ET->next()) {
				//apply tracks

				if (p_clip==-1) {

					if (track_filter.has(ET->get()))
						continue;
				} else {

					if (!track_filter.has(ET->get()))
						continue;

				}

				found_anim=true;

				Collada::AnimationTrack &at = collada.state.animation_tracks[ET->get()];

				int xform_idx=-1;
				for(int j=0;j<cn->xform_list.size();j++) {


					if (cn->xform_list[j].id==at.param) {

						xform_idx=j;
						break;
					}
				}

				if (xform_idx==-1) {
				    print_line("couldnt find matching node "+at.target+" xform for track "+at.param);
				    continue;
				}

				ERR_CONTINUE(xform_idx==-1);

				Vector<float> data = at.get_value_at_time(snapshots[i]);
				ERR_CONTINUE(data.empty());


				Collada::Node::XForm &xf = cn->xform_list[xform_idx];

				if (at.component=="ANGLE") {
					ERR_CONTINUE(data.size()!=1);
					ERR_CONTINUE(xf.op!=Collada::Node::XForm::OP_ROTATE);
					ERR_CONTINUE(xf.data.size()<4);
					xf.data[3]=data[0];
				} else if (at.component=="X" || at.component=="Y" || at.component=="Z") {
					int cn=at.component[0]-'X';
					ERR_CONTINUE(cn>=xf.data.size());
					ERR_CONTINUE(data.size()>1);
					xf.data[cn]=data[0];
				} else if (data.size()==xf.data.size()) {

					xf.data=data;
				} else {


					if ( data.size()!=xf.data.size() ) {
					    print_line("component "+at.component+" datasize "+itos(data.size())+" xfdatasize "+itos(xf.data.size()));
					}

					ERR_CONTINUE( data.size()!=xf.data.size() );
				}
			}

			Transform xform = cn->compute_transform(collada);
			xform = collada.fix_transform(xform) * cn->post_transform;


			if (nm.bone>=0) {
				//make bone transform relative to rest (in case of skeleton)
				Skeleton *sk = nm.node->cast_to<Skeleton>();
				if (sk) {

					xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
				} else {

					ERR_PRINT("INVALID SKELETON!!!!");
				}
			}

			Quat q = xform.basis;
			q.normalize();
			Vector3 s = xform.basis.get_scale();
			Vector3 l = xform.origin;

			animation->transform_track_insert_key(track,snapshots[i],l,q,s);

		}



		if (nm.bone>=0) {
			if (found_anim)
				bones_with_animation[E->get()]=true;
		}

		if (found_anim)
			tracks_found=true;
		else {
			animation->remove_track( track );
		}

	}


	//some bones may lack animation, but since we don't store pose as a property, we must add keyframes!
	for(Map<String,bool>::Element *E=bones_with_animation.front();E;E=E->next()) {

		if (E->get())
			continue;

		//print_line("BONE LACKS ANIM: "+E->key());

		NodeMap &nm = node_map[E->key()];
		String path = scene->get_path_to(nm.node);
		ERR_CONTINUE( nm.bone <0 );
		Skeleton *sk = static_cast<Skeleton*>(nm.node);
		String name = sk->get_bone_name(nm.bone);
		path=path+":"+name;

		Collada::Node *cn = collada.state.scene_map[E->key()];
		if (cn->ignore_anim) {
			print_line("warning, ignoring animation on node: "+path);
			continue;
		}

		animation->add_track(Animation::TYPE_TRANSFORM);
		int track = animation->get_track_count() -1;
		animation->track_set_path( track , path );


		Transform xform = cn->compute_transform(collada);
		xform = collada.fix_transform(xform) * cn->post_transform;

		xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;

		Quat q = xform.basis;
		q.normalize();
		Vector3 s = xform.basis.get_scale();
		Vector3 l = xform.origin;

		animation->transform_track_insert_key(track,0,l,q,s);

		tracks_found=true;
	}




	for(int i=0;i<valid_animated_properties.size();i++) {


		int ti = valid_animated_properties[i];

		if (p_clip==-1) {

			if (track_filter.has(ti))
				continue;
		} else {

			if (!track_filter.has(ti))
				continue;

		}


		Collada::AnimationTrack &at = collada.state.animation_tracks[ ti ];

		// take snapshots
		if (!collada.state.scene_map.has(at.target))
			continue;

		NodeMap &nm = node_map[at.target];
		String path = scene->get_path_to(nm.node);

		Collada::Node *cn = collada.state.scene_map[at.target];
		//if (cn->ignore_anim) {
		//	print_line("warning, ignoring property animation on node: "+nm.path);
			//continue;
		//}

		animation->add_track(Animation::TYPE_VALUE);
		int track = animation->get_track_count() -1;
		path = path +":"+at.param;
		animation->track_set_path( track , path );

		for(int i=0;i<at.keys.size();i++) {

			float time = at.keys[i].time;
			Variant value;
			Vector<float> data = at.keys[i].data;
			if (data.size()==1) {
				//push a float
				value=data[0];

			} else if (data.size()==16) {
				//matrix
				print_line("value keys for matrices not supported");
			} else {

				print_line("don't know what to do with this amount of value keys: "+itos(data.size()));
			}

			animation->track_insert_key(track,time,value);
		}


		tracks_found=true;

	}



	if (tracks_found) {

		animations.push_back(animation);
	}



}


/*********************************************************************************/
/*************************************** SCENE ***********************************/
/*********************************************************************************/


#define DEBUG_ANIMATION


uint32_t EditorSceneImporterCollada::get_import_flags() const {

	return IMPORT_SCENE|IMPORT_ANIMATION;

}
void EditorSceneImporterCollada::get_extensions(List<String> *r_extensions) const {


	r_extensions->push_back("dae");
}
Node* EditorSceneImporterCollada::import_scene(const String& p_path,uint32_t p_flags,Error* r_err) {


	ColladaImport state;
	uint32_t flags=Collada::IMPORT_FLAG_SCENE;
	if (p_flags&IMPORT_ANIMATION)
		flags|=Collada::IMPORT_FLAG_ANIMATION;


	Error err = state.load(p_path,flags,p_flags&EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS);

	ERR_FAIL_COND_V(err!=OK,NULL);

	if (state.missing_textures.size()) {

		for(int i=0;i<state.missing_textures.size();i++) {
			EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
		}

		if (p_flags&IMPORT_FAIL_ON_MISSING_DEPENDENCIES)
			return NULL;
	}

	if (p_flags&IMPORT_ANIMATION) {

		state.create_animations();
		AnimationPlayer *ap = memnew( AnimationPlayer );
		for(int i=0;i<state.animations.size();i++) {
			String name;
			if (state.animations[i]->get_name()=="")
				name="default";
			else
				name=state.animations[i]->get_name();

			if (p_flags&IMPORT_ANIMATION_OPTIMIZE)
				state.animations[i]->optimize();
			if (p_flags&IMPORT_ANIMATION_DETECT_LOOP) {

				if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
					state.animations[i]->set_loop(true);
				}
			}

			ap->add_animation(name,state.animations[i]);
		}
		state.scene->add_child(ap);
		ap->set_owner(state.scene);

	}

	return state.scene;

}

Ref<Animation> EditorSceneImporterCollada::import_animation(const String& p_path,uint32_t p_flags) {


	ColladaImport state;


	Error err = state.load(p_path,Collada::IMPORT_FLAG_ANIMATION,p_flags&EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS);
	ERR_FAIL_COND_V(err!=OK,RES());


	state.create_animations();
	if (state.scene)
		memdelete(state.scene);

	if (state.animations.size()==0)
		return Ref<Animation>();
	Ref<Animation> anim=state.animations[0];
	anim=state.animations[0];
	print_line("Anim Load OK");
	String base = p_path.basename().to_lower();
	if (p_flags&IMPORT_ANIMATION_DETECT_LOOP) {

		if (base.begins_with("loop") || base.ends_with("loop") || base.begins_with("cycle") || base.ends_with("cycle")) {
			anim->set_loop(true);
		}
	}

	if (p_flags&IMPORT_ANIMATION_OPTIMIZE)
		anim->optimize();

	return anim;
}


EditorSceneImporterCollada::EditorSceneImporterCollada() {


}
